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cleaning light clusters

This commit is contained in:
Sam Gateau 2018-12-09 22:54:49 -08:00
parent 653370e284
commit b09d0b10e9
4 changed files with 48 additions and 52 deletions

View file

@ -543,7 +543,7 @@ void LightClusteringPass::configure(const Config& config) {
_freeze = config.freeze;
}
void LightClusteringPass::run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& output) {
void LightClusteringPass::run(const render::RenderContextPointer& renderContext, const Input& inputs, Output& output) {
auto args = renderContext->args;
auto deferredTransform = inputs.get0();
@ -638,10 +638,9 @@ void DebugLightClusters::run(const render::RenderContextPointer& renderContext,
}
auto deferredTransform = inputs.get0();
auto deferredFramebuffer = inputs.get1();
auto lightingModel = inputs.get2();
auto linearDepthTarget = inputs.get3();
auto lightClusters = inputs.get4();
auto lightingModel = inputs.get1();
auto linearDepthTarget = inputs.get2();
auto lightClusters = inputs.get3();
auto args = renderContext->args;

View file

@ -167,16 +167,16 @@ protected:
class LightClusteringPass {
public:
using Inputs = render::VaryingSet4<DeferredFrameTransformPointer, LightingModelPointer, LightStage::FramePointer, LinearDepthFramebufferPointer>;
using Outputs = LightClustersPointer;
using Input = render::VaryingSet4<DeferredFrameTransformPointer, LightingModelPointer, LightStage::FramePointer, LinearDepthFramebufferPointer>;
using Output = LightClustersPointer;
using Config = LightClusteringPassConfig;
using JobModel = render::Job::ModelIO<LightClusteringPass, Inputs, Outputs, Config>;
using JobModel = render::Job::ModelIO<LightClusteringPass, Input, Output, Config>;
LightClusteringPass();
void configure(const Config& config);
void run(const render::RenderContextPointer& renderContext, const Inputs& inputs, Outputs& output);
void run(const render::RenderContextPointer& renderContext, const Input& input, Output& output);
protected:
LightClustersPointer _lightClusters;
@ -213,7 +213,7 @@ protected:
class DebugLightClusters {
public:
using Inputs = render::VaryingSet5 < DeferredFrameTransformPointer, DeferredFramebufferPointer, LightingModelPointer, LinearDepthFramebufferPointer, LightClustersPointer>;
using Inputs = render::VaryingSet4 < DeferredFrameTransformPointer, LightingModelPointer, LinearDepthFramebufferPointer, LightClustersPointer>;
using Config = DebugLightClustersConfig;
using JobModel = render::Job::ModelI<DebugLightClusters, Inputs, Config>;

View file

@ -84,7 +84,7 @@ public:
class RenderDeferredTaskDebug {
public:
using Input = render::VaryingSet9<RenderFetchCullSortTask::Output, RenderShadowTask::Output,
ZoneRendererTask::Output, SelectItems::Outputs, FetchCurrentFrames::Output,
AssembleLightingStageTask::Output, LightClusteringPass::Output, LinearDepthFramebufferPointer,
PrepareDeferred::Outputs, GenerateDeferredFrameTransform::Output, JitterSample::Output, LightingModel>;
// using Config = RenderDeferredTaskConfig;
using JobModel = render::Task::ModelI<RenderDeferredTaskDebug, Input>;
@ -112,18 +112,6 @@ void RenderDeferredTask::configure(const Config& config) {
upsamplePrimaryBufferConfig->setProperty("factor", 1.0f / config.resolutionScale);
}
const render::Varying RenderDeferredTask::addSelectItemJobs(JobModel& task, const char* selectionName,
const render::Varying& metas,
const render::Varying& opaques,
const render::Varying& transparents) {
const auto selectMetaInput = SelectItems::Inputs(metas, Varying(), std::string()).asVarying();
const auto selectedMetas = task.addJob<SelectItems>("MetaSelection", selectMetaInput, selectionName);
const auto selectMetaAndOpaqueInput = SelectItems::Inputs(opaques, selectedMetas, std::string()).asVarying();
const auto selectedMetasAndOpaques = task.addJob<SelectItems>("OpaqueSelection", selectMetaAndOpaqueInput, selectionName);
const auto selectItemInput = SelectItems::Inputs(transparents, selectedMetasAndOpaques, std::string()).asVarying();
return task.addJob<SelectItems>("TransparentSelection", selectItemInput, selectionName);
}
void RenderDeferredTask::build(JobModel& task, const render::Varying& input, render::Varying& output, bool renderShadows) {
const auto& inputs = input.get<Input>();
const auto& fetchedItems = inputs.get0();
@ -220,7 +208,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
// Light Clustering
// Create the cluster grid of lights, cpu job for now
const auto lightClusteringPassInputs = LightClusteringPass::Inputs(deferredFrameTransform, lightingModel, lightFrame, linearDepthTarget).asVarying();
const auto lightClusteringPassInputs = LightClusteringPass::Input(deferredFrameTransform, lightingModel, lightFrame, linearDepthTarget).asVarying();
const auto lightClusters = task.addJob<LightClusteringPass>("LightClustering", lightClusteringPassInputs);
// DeferredBuffer is complete, now let's shade it into the LightingBuffer
@ -239,16 +227,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
const auto transparentsInputs = DrawDeferred::Inputs(transparents, hazeFrame, lightFrame, lightingModel, lightClusters, jitter).asVarying();
task.addJob<DrawDeferred>("DrawTransparentDeferred", transparentsInputs, shapePlumber);
// Light Cluster Grid Debuging job
{
const auto debugLightClustersInputs = DebugLightClusters::Inputs(deferredFrameTransform, deferredFramebuffer, lightingModel, linearDepthTarget, lightClusters).asVarying();
task.addJob<DebugLightClusters>("DebugLightClusters", debugLightClustersInputs);
}
const auto outlineRangeTimer = task.addJob<BeginGPURangeTimer>("BeginHighlightRangeTimer", "Highlight");
// Select items that need to be outlined
const auto selectionBaseName = "contextOverlayHighlightList";
const auto selectedItems = addSelectItemJobs(task, selectionBaseName, metas, opaques, transparents);
const auto outlineInputs = DrawHighlightTask::Inputs(items, deferredFramebuffer, lightingFramebuffer, deferredFrameTransform, jitter).asVarying();
task.addJob<DrawHighlightTask>("DrawHighlight", outlineInputs);
@ -277,7 +256,7 @@ void RenderDeferredTask::build(JobModel& task, const render::Varying& input, ren
// Debugging task is happening in the "over" layer after tone mapping and just before HUD
{ // Debug the bounds of the rendered items, still look at the zbuffer
const auto debugInputs = RenderDeferredTaskDebug::Input(fetchedItems, inputs[2], zones, selectedItems, currentStageFrames, prepareDeferredOutputs, deferredFrameTransform, jitter, lightingModel).asVarying();
const auto debugInputs = RenderDeferredTaskDebug::Input(fetchedItems, inputs[2], lightingStageInputs, lightClusters, linearDepthTarget, prepareDeferredOutputs, deferredFrameTransform, jitter, lightingModel).asVarying();
task.addJob<RenderDeferredTaskDebug>("DebugRenderDeferredTask", debugInputs);
}
@ -308,9 +287,6 @@ void RenderDeferredTaskDebug::configure(const Config& config) {
}*/
void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input, render::Varying& outputs) {
// RenderFetchCullSortTask::Output, RenderShadowTask::Output,
// ZoneRendererTask::Outputs, SelectItems::Outputs, FetchCurrentFrames::Outputs,
// PrepareDeferred::Outputs, GenerateDeferredFrameTransform::Output, JitterSample::Output
const auto& inputs = input.get<Input>();
@ -334,18 +310,23 @@ void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input
// RenderShadowTask out
const auto& renderShadowTaskOut = inputs[1];
// Zones
const auto& zones = inputs[2];
// Extract the Lighting Stages Current frame ( and zones)
const auto lightingStageInputs = inputs.get2();
// Fetch the current frame stacks from all the stages
const auto stageCurrentFrames = lightingStageInputs.get0();
const auto lightFrame = stageCurrentFrames[0];
const auto backgroundFrame = stageCurrentFrames[1];
const auto hazeFrame = stageCurrentFrames[2];
const auto bloomFrame = stageCurrentFrames[3];
// Selected objects
const auto& selectedItems = inputs[3];
// Zones
const auto& zones = lightingStageInputs[1];
// Stage current frames
const auto& stageCurrentFrames = inputs.get4();//[4];
const auto lightFrame = stageCurrentFrames[0];
const auto backgroundFrame = stageCurrentFrames[1];
const auto hazeFrame = stageCurrentFrames[2];
const auto bloomFrame = stageCurrentFrames[3];
// Light CLuster
const auto& lightClusters = inputs[3];
// linear Depth Target
const auto& linearDepthTarget = inputs[4];
// PrepareDeferred out
const auto& deferredFramebuffer = inputs[5];
@ -360,6 +341,14 @@ void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input
const auto& lightingModel = inputs[8];
// Light Cluster Grid Debuging job
{
const auto debugLightClustersInputs = DebugLightClusters::Inputs(deferredFrameTransform, lightingModel, linearDepthTarget, lightClusters).asVarying();
task.addJob<DebugLightClusters>("DebugLightClusters", debugLightClustersInputs);
}
{ // Debug the bounds of the rendered items, still look at the zbuffer
task.addJob<DrawBounds>("DrawMetaBounds", metas);
task.addJob<DrawBounds>("DrawOpaqueBounds", opaques);
@ -383,6 +372,19 @@ void RenderDeferredTaskDebug::build(JobModel& task, const render::Varying& input
task.addJob<DrawAABox>(jobName, shadowBBox, glm::vec3(1.0f, tint, 0.0f));
}
}
}
{ // Debug Selection...
// TODO: It s busted
// Select items that need to be outlined and show them
const auto selectionBaseName = "contextOverlayHighlightList";
const auto selectMetaInput = SelectItems::Inputs(metas, Varying(), std::string()).asVarying();
const auto selectedMetas = task.addJob<SelectItems>("MetaSelection", selectMetaInput, selectionBaseName);
const auto selectMetaAndOpaqueInput = SelectItems::Inputs(opaques, selectedMetas, std::string()).asVarying();
const auto selectedMetasAndOpaques = task.addJob<SelectItems>("OpaqueSelection", selectMetaAndOpaqueInput, selectionBaseName);
const auto selectItemInput = SelectItems::Inputs(transparents, selectedMetasAndOpaques, std::string()).asVarying();
const auto selectedItems = task.addJob<SelectItems>("TransparentSelection", selectItemInput, selectionBaseName);
// Render.getConfig("RenderMainView.DrawSelectionBounds").enabled = true
task.addJob<DrawBounds>("DrawSelectionBounds", selectedItems);

View file

@ -147,11 +147,6 @@ public:
void build(JobModel& task, const render::Varying& input, render::Varying& output, bool renderShadows);
private:
static const render::Varying addSelectItemJobs(JobModel& task,
const char* selectionName,
const render::Varying& metas,
const render::Varying& opaques,
const render::Varying& transparents);
};
#endif // hifi_RenderDeferredTask_h